Zachles Posted April 10, 2014 Share Posted April 10, 2014 Capping spawns in Survival missions was a bad idea, in my opinion. Turns out I'm not the only one who thinks so, either. WHY?! Link to comment Share on other sites More sharing options...
Bobsplosion Posted April 10, 2014 Share Posted April 10, 2014 "To improve performance." Link to comment Share on other sites More sharing options...
Sirabot Posted April 10, 2014 Share Posted April 10, 2014 Terrible idea is terrible. Link to comment Share on other sites More sharing options...
BrotherIcarus Posted April 10, 2014 Share Posted April 10, 2014 I think it was a great idea, it will improve performance. Link to comment Share on other sites More sharing options...
zat-bust Posted April 10, 2014 Share Posted April 10, 2014 Its lag vs fewer drops. If you can run warframe, then the cap really sucks. Link to comment Share on other sites More sharing options...
ZeGreymane Posted April 10, 2014 Share Posted April 10, 2014 (edited) Wasn't a part of the difficulties to play with huge lag after 30 min? :3 Haven't already try how hard is the cap. Was think about that since a long time. Perhaps they should try to limit the number of room were spawn are able (near the host and that's all). The same amouth of spawn but in a limited area, and if a player love play alone at 15 km, no spawn. This way will help the host and the cleaning of spwan waves will be more efficient, so finally, less ennemies at a same time. This will improve the network data transit but still got some problem for low CG how got to calculate and awsome slaugter. And perhaps this will help to have a crew playing as a group. :3 Edited April 10, 2014 by ZeGreymane Link to comment Share on other sites More sharing options...
jepeman Posted April 10, 2014 Share Posted April 10, 2014 Could've used the (not so well working) host migration checks to determine how many mobs the host can handle and adjust mob spawns accordingly. Link to comment Share on other sites More sharing options...
Triburos Posted April 10, 2014 Share Posted April 10, 2014 If they capped the mob rate, they should increase oxygen drop rates. Link to comment Share on other sites More sharing options...
Zachles Posted April 10, 2014 Author Share Posted April 10, 2014 Could've used the (not so well working) host migration checks to determine how many mobs the host can handle and adjust mob spawns accordingly. This is a good idea. If they capped the mob rate, they should increase oxygen drop rates. This is my problem right here. Fewer enemy spawns, but the oxygen drop rate remain the same; negligible, at best. Link to comment Share on other sites More sharing options...
K_Shiro Posted April 10, 2014 Share Posted April 10, 2014 We were doing T3 defense with some clanmembers. Were doing it a few days ago too. Back there we reached 40+ minutes. Now we run out of oxygen at 15 tops. What the hell? Capping spawns already took out a ton of fun - especially since the melee would be incredibly enjoyable but since the enemies are now scarce we can't live the dream - and since DE did not think about the supply nodes and drops both depending on our kills, the survivals just became very annoying, tiring and unrewarding. Yes, they took out money as reward... that was something we had asked for half a year. Now it's implemented but "counter-balanced" in an awfully bothersome and game-killing way. I have always had this huge problem with Derelict survivals, met too few enemies and I was unable to reach truly high times. Mentioned it a few times on the forums. Apparently noone read any of that. Link to comment Share on other sites More sharing options...
DMan Posted April 10, 2014 Share Posted April 10, 2014 Well now even with a nekros you run out of life support way too quick. I don't mind they trying to improve the performance but they should at least compensate for it by lowering the oxygen depletion rate, or making enemies drop more personal life supports. Link to comment Share on other sites More sharing options...
IamSalva Posted April 10, 2014 Share Posted April 10, 2014 We were doing T3 defense with some clanmembers. Were doing it a few days ago too. Back there we reached 40+ minutes. Now we run out of oxygen at 15 tops. What the hell? You must be bad. My Clan did 2h+ in T3 Void, today we did 60 mins without any Problems, left with 90% Support and several unopend Support Capsules... Link to comment Share on other sites More sharing options...
Archistopheles Posted April 10, 2014 Share Posted April 10, 2014 Step 1. Reduce enemy numbers to improve performance Step 2. ??????????? Step 3. Profit DE forgot step 2. Increase enemy chance to drop oxygen. (Sorry for the delayed response, DE is limiting my posting to once every 30 seconds.) Link to comment Share on other sites More sharing options...
Morwyn Posted April 10, 2014 Share Posted April 10, 2014 I smell a console nerf here. As a UberPC User, this kind of gimping infuriates me. "Congratulations on the purchase of your new race car!" Unfortunately, we have a 30mph speed limit on our roads so the guy in the scooter can keep up." Link to comment Share on other sites More sharing options...
(NSW)Omgwtfl9lbbl Posted April 10, 2014 Share Posted April 10, 2014 I ran a solo T3 survival today to around 40 minutes without any issues. I was using a low level Zephyr (did not even have Redirection on) and my only weapon capable of doing any damage was a Vectis, which is sort of a terrible solo survival weapon due to its nature. I can't see how you guys would be running out after 15 minutes. Link to comment Share on other sites More sharing options...
Agent_of_Change Posted April 10, 2014 Share Posted April 10, 2014 If you kill them, it doesn't matter what the cap is, because there will never be enough to hit it. Step 1: kill enemies quickly Step 2: profit Link to comment Share on other sites More sharing options...
Triburos Posted April 10, 2014 Share Posted April 10, 2014 If you [uSENOVA], it doesn't matter what the cap is, because there will never be enough to hit it. Step 1: [uSENOVA] Step 2: profit Fixed your post. Link to comment Share on other sites More sharing options...
Agent_of_Change Posted April 10, 2014 Share Posted April 10, 2014 Fixed your post. That's like, your opinion, man. :) Link to comment Share on other sites More sharing options...
Clasbyte Posted April 10, 2014 Share Posted April 10, 2014 Lag in Surv because of spawn? What? I never ever lagged as host in surv no matter how much enemys had spawned. Then pls give us the option to set an % for spawn so people that dont have a pc from the stoneage can run with more enemys on screen. Link to comment Share on other sites More sharing options...
Triburos Posted April 10, 2014 Share Posted April 10, 2014 That's like, [uSENOVA], man. :) Fixed it again. Nova is just Nova. Nova all the Nova if you want to Nova inside of Survival ...Nova. Link to comment Share on other sites More sharing options...
Metsudo Posted April 10, 2014 Share Posted April 10, 2014 It's not improving performance if you have to remove assets to get it to work well. Improving performance typically means stuff like texture and thread optimizations. What they have done is gimp survival in order to give the illusion of improved performance. It's the lazy way to do it. Link to comment Share on other sites More sharing options...
K_Shiro Posted April 11, 2014 Share Posted April 11, 2014 (edited) You must be bad. My Clan did 2h+ in T3 Void, today we did 60 mins without any Problems, left with 90% Support and several unopend Support Capsules... Sure, I guess I (and those I play with or talk to about stuff like this) just became a noob in one day, so much that most enemies refuse to spawn for me(us). Every. Damned. Time. I ran a solo T3 survival today to around 40 minutes without any issues. I was using a low level Zephyr (did not even have Redirection on) and my only weapon capable of doing any damage was a Vectis, which is sort of a terrible solo survival weapon due to its nature. I can't see how you guys would be running out after 15 minutes. Solo is the key point. In solo survival the supply reduces in a lower rate. If the same amount of enemies spawn for you (and apparently the amount is the same according to DE's plans which mentioned that in the future they want to scale the spawnrates if you are going solo) that means that you have the same amount of supply replenishment with less consumption. Since the enemies are scarce, a single player can kill them kinda the same speed as a 4 player squad (since most enemies were one-shot... even without any ability or heavy stuff whatsoever). Back in the days when I wanted to do the Derelict survivals I only had a chance to enjoy it even remotely when I did it in solo because of this since that mission type had infamously low spawnrate considering that it's actually an infested mission. Edited April 11, 2014 by K_Shiro Link to comment Share on other sites More sharing options...
Ardorax Posted April 11, 2014 Share Posted April 11, 2014 Wait ... they capped it? I am being cinceer here I didn't notice ...altough ... thinking back when I did a survival with my clan mates ..... huh ... not so much FPS lag as ussual ... Link to comment Share on other sites More sharing options...
Tulzscha Posted April 11, 2014 Share Posted April 11, 2014 Thread title edited for clarity and moved to the proper section. Link to comment Share on other sites More sharing options...
DragoSSz Posted April 11, 2014 Share Posted April 11, 2014 I notiched that i nedet to search for ennymies in survival. And u seem to get more suplydrops of u over kill them. When u slowly kill a 5 man groub no supply if u soma then in 0,5 secconds u get 2. Link to comment Share on other sites More sharing options...
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